Kraken and the Guardian
The Kraken is a quest-gated encounter that players could skip before 6 November and get stuck on after their first conversation until 9 November. The Graveyard Guardian guards the cemetery.
Only two bosses are named anywhere in the public record, and both of them spent launch week generating bug reports rather than strategy.
Every figure below is checked against Pequi studios announcements or Steam's own endpoints on 2026-11-09.
Two bosses are named anywhere in the public record for this game: the Kraken and the Graveyard Guardian. Both generated bug reports during launch week rather than strategy discussion, which is why this page is short on tactics and long on what is actually verifiable.
Kraken: two patches, two bugs
The Kraken appears in two patch notes, four days apart, and both are about bugs rather than mechanics.
| Date | Fix | What it implies |
|---|---|---|
| 6 November | Players could get past the Kraken before completing the quest | It is a quest-gated encounter, not an optional one |
| 9 November | Players could get stuck and become unable to travel after their first conversation with the Kraken | It has a conversation phase separate from the fight |
Read together, those two entries describe an encounter with two halves. First a conversation, then a quest, then a gate that was skippable before 6 November. After 6 November, the same gate locked players in place if they had the conversation and did not complete what followed, which is the more serious of the two bugs because it made travel impossible rather than merely letting players sequence-break.
Both are fixed. Stopping travel after meeting the Kraken in the first week was the bug, not you.
The Kraken also appears as an enemy in the official screenshots, where it is a large purple cephalopod in shallow water with a player character standing on a dock. The screenshot shown on this page is that encounter.
Graveyard Guardian: almost nothing
The Guardian is named in the store description's mention of ancient cemeteries and in the broader structure the soundtrack announcement implies, where the cemetery gets its own theme. The 6 November patch includes a cemetery fix: "Cemetery: Fixed the issue related to the grave."
Beyond that, the public record is thin. No named Graveyard Guardian achievement exists, no patch note describes its mechanics, no announcement covers its fight. What is documented is that cemeteries exist as a biome and that something in that biome had a grave-related bug fixed in the first week.
No health, no weaknesses
No boss health values. No attack patterns. No weakness table. No phase count. No drop table.
Worth being blunt about, because boss pages are where guide sites usually go wrong. A page stating "the Kraken has 4,500 HP and is weak to the boomerang" for this game would be fabricated. The game does not surface boss health, and no announcement does either.
What the 6 November patch does tell you is something genuinely useful: weapons not suitable for fighting certain bosses no longer break during combat. They simply deal no damage. A real mechanic, stated officially, and it changes an unknown boss: the wrong weapon costs time, not gear. Before that patch, guessing wrong could destroy a weapon permanently.
Offerings and interaction prompts
The 5 November patch contains two entries that belong on this page: "Offerings can no longer be made after defeating the creature" and "Fixed the interaction button for the first boss."
The first implies that bosses accept offerings, and that doing so after defeating them was possible and is now not. The second implies there is a designated first boss with an interaction prompt that did not work under some conditions, most likely with a controller.
So the sequence is: an interaction, an offering, a fight. The shape of the game's boss encounters, confirmed entirely by bug fixes.
Eight days old, late-game content
Because the game is eight days old, its bosses are late-game content, and late-game content is what 2.6% of players have seen. The achievement list tells the story: Challenge Master, for completing all challenge islands, is 2.0%. Explorer, for visiting everything, is 4.0%. The audience that has fought both bosses is smaller than the audience that finished the story.
The result is that the community has not yet produced the kind of shared knowledge that boss pages are normally built from. That will change. For now, what is here is what can be pointed at.
Why bosses are the thinnest pages on this site
Bosses are the part of a guide that readers want most and the part this game documents least. Not a gap in the research, but a property of a game that shipped eight days ago with two named bosses and no published mechanics for either.
The comparison to make is with the achievement list. Fifty-four entries, each with an official condition and a global rate, all public and all verifiable. Enough to write a data page that will still be correct next month. For the Kraken, the public record is two bug fixes and one screenshot. A page of tactics built on that would be invention wearing a guide's clothes.
What will change is time. Explorer sits at 4.0% and The New Beginning at 2.6%, so the population that has fought both bosses is small but not zero, and it is growing as the performance fix brings players back. Within a few weeks there will be enough shared experience for a real strategy page. This one will be rewritten when that happens.
| Source available for bosses | What it gives |
|---|---|
| Patch notes | Two Kraken bugs, one cemetery fix, an offering rule |
| Achievement list | No boss-named entries at all |
| Store description | Ancient cemeteries as a biome, guardians in the plural |
| Screenshots | One Kraken encounter in shallow water |
| Soundtrack announcement | A cemetery theme, implying the Guardian's territory |
The last row is the kind of evidence a boss page ends up leaning on, and it is worth being honest that a track listing is not a mechanic. It tells you the cemetery is meant to be a place with its own identity. It does not tell you what the Guardian does.

Three things the record supports
Three things follow from the documented record.
If a boss fight is going badly, check your weapon before your tactics. Since 6 November, an unsuitable weapon deals no damage instead of breaking. Hits landing with nothing happening means you are holding the wrong thing.
If you cannot travel after a conversation, update. The 9 November fix is exactly that symptom.
If the interaction prompt does not appear, try a different input device. The 5 November fix targeted the first boss's interaction button, and the same patch cycle fixed several controller-specific interaction problems.